Пример #1
0
void Thin3DContext::CreatePresets() {
	// Build prebuilt objects
	T3DBlendStateDesc off = { false };
	T3DBlendStateDesc additive = { true, T3DBlendEquation::ADD, T3DBlendFactor::ONE, T3DBlendFactor::ONE, T3DBlendEquation::ADD, T3DBlendFactor::ONE, T3DBlendFactor::ZERO };
	T3DBlendStateDesc standard_alpha = { true, T3DBlendEquation::ADD, T3DBlendFactor::SRC_ALPHA, T3DBlendFactor::ONE_MINUS_SRC_ALPHA, T3DBlendEquation::ADD, T3DBlendFactor::ONE, T3DBlendFactor::ZERO };
	T3DBlendStateDesc premul_alpha = { true, T3DBlendEquation::ADD, T3DBlendFactor::ONE, T3DBlendFactor::ONE_MINUS_SRC_ALPHA, T3DBlendEquation::ADD, T3DBlendFactor::ONE, T3DBlendFactor::ZERO };

	bsPresets_[BS_OFF] = CreateBlendState(off);
	bsPresets_[BS_ADDITIVE] = CreateBlendState(additive);
	bsPresets_[BS_STANDARD_ALPHA] = CreateBlendState(standard_alpha);
	bsPresets_[BS_PREMUL_ALPHA] = CreateBlendState(premul_alpha);

	T3DSamplerStateDesc nearest = { CLAMP, CLAMP, NEAREST, NEAREST, NEAREST };
	T3DSamplerStateDesc linear = { CLAMP, CLAMP, LINEAR, LINEAR, NEAREST };

	sampsPresets_[SAMPS_NEAREST] = CreateSamplerState(nearest);
	sampsPresets_[SAMPS_LINEAR] = CreateSamplerState(linear);

	vsPresets_[VS_TEXTURE_COLOR_2D] = CreateVertexShader(glsl_vsTexCol, hlslVsTexCol, vulkan_vsTexCol);
	vsPresets_[VS_COLOR_2D] = CreateVertexShader(glsl_vsCol, hlslVsCol, vulkan_vsCol);

	fsPresets_[FS_TEXTURE_COLOR_2D] = CreateFragmentShader(glsl_fsTexCol, hlslFsTexCol, vulkan_fsTexCol);
	fsPresets_[FS_COLOR_2D] = CreateFragmentShader(glsl_fsCol, hlslFsCol, vulkan_fsCol);

	ssPresets_[SS_TEXTURE_COLOR_2D] = CreateShaderSet(vsPresets_[VS_TEXTURE_COLOR_2D], fsPresets_[FS_TEXTURE_COLOR_2D]);
	ssPresets_[SS_COLOR_2D] = CreateShaderSet(vsPresets_[VS_COLOR_2D], fsPresets_[FS_COLOR_2D]);
}
	GLRenderResourceManager::GLRenderResourceManager()
	{
		RasterizeDesc rasterDesc;
		DefaultRasterizeState = CreateRasterizeState(&rasterDesc);

		BlendDesc blendDesc;
		DefaultBlentState = CreateBlendState(&blendDesc, 1);

		DepthStencilDesc dsDesc;
		DefaultDepthStencilState = CreateDepthStencilState(&dsDesc, 0);

		SamplerDesc samplerDesc;
		DefaultSamplerState = CreateSamplerState(&samplerDesc);

		unsigned int pixelData[16];
		memset(pixelData, 0xFF, 16 * sizeof(unsigned int));
		BufferInitData data;
		data.Data = pixelData;
		data.RowPitch = 4 * 4;
		data.SlicePitch = 0;
		RenderTexture2D* tex = CreateTexture2D("DefaultTex", NULL, PF_R8G8B8A8_UNORM, 4, 4, false, false, SV_ShaderResource, 1, &data, 0);
		DefaultWhiteTexture2D = CreateSurfaceView(SV_ShaderResource, tex, PF_R8G8B8A8_UNORM);

		RegisterPropertyManager(ShaderPropertyManager::sManagerCamera);
		RegisterPropertyManager(ShaderPropertyManager::sManagerObject);
		RegisterPropertyManager(ShaderPropertyManager::sManagerMaterial);
		RegisterPropertyManager(ShaderPropertyManager::sManagerDirectionLight);
		RegisterPropertyManager(ShaderPropertyManager::sManagerPointLight);
		RegisterPropertyManager(ShaderPropertyManager::sManagerSpotLight);
		RegisterPropertyManager(ShaderPropertyManager::sManagerScene);
		RegisterPropertyManager(ShaderPropertyManager::sManagerShadowMapGen);
		RegisterPropertyManager(ShaderPropertyManager::sManagerGlobal);
	}
ProcessDateTime::ProcessDateTime()
{
	SamplerInfo si;
	zero(&si, sizeof(si));
	si.addressU = GS_ADDRESS_REPEAT;
	si.addressV = GS_ADDRESS_REPEAT;
	si.borderColor = 0;
	si.filter = GS_FILTER_LINEAR;
	ss = CreateSamplerState(si);
	globalOpacity = 100;
	bHasPre = false;
	texture = NULL;
	hFont = NULL;
}
Пример #4
0
	//--------------------------------------------------------------------------------------
	//	void RenderState::Impl::CreateSamplerState(
	//	D3D11_FILTER filter,					//フィルター
	//	D3D11_TEXTURE_ADDRESS_MODE addressMode	//アドレスモード
	//	ID3D11SamplerState** pResult			//受け取るインターフェイス
	//	);
	//	用途: サンプラーステートを作成するヘルパー関数
	//	戻り値: なし
	//--------------------------------------------------------------------------------------
	void RenderState::Impl::CreateSamplerState(D3D11_FILTER filter,
		D3D11_TEXTURE_ADDRESS_MODE addressMode,
		ID3D11SamplerState** pResult){
		try{

			auto Dev = App::GetApp()->GetDeviceResources();
			auto pDx11Device = Dev->GetD3DDevice();

			D3D11_SAMPLER_DESC desc;
			ZeroMemory(&desc, sizeof(desc));

			desc.Filter = filter;

			desc.AddressU = addressMode;
			desc.AddressV = addressMode;
			desc.AddressW = addressMode;

			desc.MaxAnisotropy = (pDx11Device->GetFeatureLevel() > D3D_FEATURE_LEVEL_9_1) ? 16 : 2;

			desc.MaxLOD = FLT_MAX;
			desc.ComparisonFunc = D3D11_COMPARISON_NEVER;

			HRESULT hr = pDx11Device->CreateSamplerState(&desc, pResult);

			if (FAILED(hr)){
				// 初期化失敗
				throw BaseException(
					L"サンプラーステート作成に失敗しました。",
					L"if(FAILED(pDx11Device->CreateSamplerState()))",
					L"RenderState::Impl::CreateSamplerState()"
					);
			}
		}
		catch (...){
			throw;
		}
	}
Пример #5
0
BOOL ShaderProcessor::ProcessShader(CTSTR input)
{
    String curToken;

    BOOL bError = FALSE;

    SetCodeStart(input);

    TSTR lpLastPos = lpTemp;

    DWORD curInsideCount = 0;
    BOOL  bNewCodeLine = TRUE;

    while(GetNextToken(curToken))
    {
        TSTR lpCurPos = lpTemp-curToken.Length();

        if(curToken[0] == '{')
            ++curInsideCount;
        else if(curToken[0] == '}')
            --curInsideCount;
        else if(curToken[0] == '(')
            ++curInsideCount;
        else if(curToken[0] == ')')
            --curInsideCount;
        else if(!curInsideCount && bNewCodeLine) //not inside any code, so this is some sort of declaration (function/struct/var)
        {
            if(curToken == TEXT("struct"))
            {
                //try to see if this is the vertex definition structure
                bool bFoundDefinitionStruct = false;

                HandMeAToken(curToken);
                ExpectTokenIgnore(TEXT("{"));
                curInsideCount = 1;

                do 
                {
                    HandMeAToken(curToken);
                    if(curToken.Length() <= 6 && scmpi_n(curToken, TEXT("float"), 5) == 0)
                    {
                        String strType = curToken;

                        String strName;
                        HandMeAToken(strName);

                        HandMeAToken(curToken);
                        if(curToken[0] != ':') //cancel if not a vertex definition structure
                        {
                            bFoundDefinitionStruct = false;
                            break;
                        }

                        String strSemantic;
                        HandMeAToken(strSemantic);

                        SemanticInfo semanticInfo;
                        if(!GetSemanticInfo(strSemantic, semanticInfo))
                        {
                            bFoundDefinitionStruct = false;
                            break;
                        }

                        D3D10_INPUT_ELEMENT_DESC inputElement;
                        inputElement.SemanticName           = semanticInfo.lpName;
                        inputElement.SemanticIndex          = semanticInfo.index;
                        inputElement.InputSlot              = 0;
                        inputElement.AlignedByteOffset      = 0;
                        inputElement.InputSlotClass         = D3D10_INPUT_PER_VERTEX_DATA;
                        inputElement.InstanceDataStepRate   = 0;

                        if(strSemantic.CompareI(TEXT("color")))
                            inputElement.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
                        else
                        {
                            switch(strType[5])
                            {
                                case 0:   inputElement.Format = DXGI_FORMAT_R32_FLOAT;          break;
                                case '2': inputElement.Format = DXGI_FORMAT_R32G32_FLOAT;       break;
                                case '3': inputElement.Format = DXGI_FORMAT_R32G32B32A32_FLOAT; break; //todo: check this some time
                                case '4': inputElement.Format = DXGI_FORMAT_R32G32B32A32_FLOAT; break;
                            }
                        }

                        ExpectToken(TEXT(";"), TEXT(";"));

                        PeekAtAToken(curToken);

                        generatedLayout << inputElement;

                        bFoundDefinitionStruct = true;
                    }
                    else
                    {
                        bFoundDefinitionStruct = false;
                        break; //vertex definition structures should really only ever have float values
                    }
                } while (curToken[0] != '}');

                //set up the slots so they match up with vertex buffers
                if(bFoundDefinitionStruct)
                {
                    UINT curSlot = 0;

                    for(UINT i=0; i<generatedLayout.Num(); i++)
                    {
                        if(stricmp(generatedLayout[i].SemanticName, "SV_Position") == 0)
                        {
                            generatedLayout[i].InputSlot = curSlot++;
                            break;
                        }
                    }

                    for(UINT i=0; i<generatedLayout.Num(); i++)
                    {
                        if(stricmp(generatedLayout[i].SemanticName, "NORMAL") == 0)
                        {
                            generatedLayout[i].InputSlot = curSlot++;
                            bHasNormals = true;
                            break;
                        }
                    }

                    for(UINT i=0; i<generatedLayout.Num(); i++)
                    {
                        if(stricmp(generatedLayout[i].SemanticName, "COLOR") == 0)
                        {
                            generatedLayout[i].InputSlot = curSlot++;
                            bHasColors = true;
                            break;
                        }
                    }

                    for(UINT i=0; i<generatedLayout.Num(); i++)
                    {
                        if(stricmp(generatedLayout[i].SemanticName, "TANGENT") == 0)
                        {
                            generatedLayout[i].InputSlot = curSlot++;
                            bHasTangents = true;
                            break;
                        }
                    }

                    bool bFoundTexCoord;

                    do
                    {
                        bFoundTexCoord = false;

                        for(UINT i=0; i<generatedLayout.Num(); i++)
                        {
                            if(generatedLayout[i].SemanticIndex == numTextureCoords && stricmp(generatedLayout[i].SemanticName, "TEXCOORD") == 0)
                            {
                                generatedLayout[i].InputSlot = curSlot++;
                                numTextureCoords++;
                                bFoundTexCoord = true;
                                break;
                            }
                        }
                    } while(bFoundTexCoord);
                }
            }
            else if( (curToken != TEXT("const"))     &&
                     (curToken != TEXT("void"))      &&
                     (curToken != TEXT(";"))         )
            {
                TSTR lpSavedPos = lpTemp;
                String savedToken = curToken;

                if(curToken == TEXT("uniform"))
                    HandMeAToken(curToken);

                String strType = curToken;

                String strName;
                HandMeAToken(strName);

                PeekAtAToken(curToken);
                if(curToken[0] != '(') //verified variable
                {
                    if(strType.CompareI(TEXT("samplerstate")))
                    {
                        ShaderSampler &curSampler = *Samplers.CreateNew();
                        curSampler.name = strName;

                        SamplerInfo info;

                        ExpectToken(TEXT("{"), TEXT(";"));

                        PeekAtAToken(curToken);

                        while(curToken != TEXT("}"))
                        {
                            String strState;
                            HandMeAToken(strState);

                            ExpectToken(TEXT("="), TEXT(";"));

                            String strValue;
                            HandMeAToken(strValue);

                            if(!AddState(info, strState, strValue))
                                EscapeLikeTheWind(TEXT(";"));

                            ExpectToken(TEXT(";"), TEXT(";"));

                            PeekAtAToken(curToken);
                        }

                        curSampler.sampler = CreateSamplerState(info);

                        ExpectToken(TEXT("}"), TEXT("}"));
                        ExpectTokenIgnore(TEXT(";"));

                        //----------------------------------------

                        lpLastPos = lpTemp;
                        continue;
                    }
                    else
                    {
                        ShaderParam *param = Params.CreateNew();
                        param->name = strName;

                        if(curToken[0] == '[')
                        {
                            HandMeAToken(curToken);

                            HandMeAToken(curToken);
                            param->arrayCount = tstoi(curToken);

                            ExpectToken(TEXT("]"), TEXT(";"));

                            PeekAtAToken(curToken);
                        }

                        if(scmpi_n(strType, TEXT("texture"), 7) == 0)
                        {
                            TSTR lpType = strType.Array()+7;
                            supr(lpType);

                            if (!*lpType ||
                                (scmp(lpType, TEXT("1D")) && scmp(lpType, TEXT("2D")) && scmp(lpType, TEXT("3D")) && scmp(lpType, TEXT("CUBE")))
                                )
                            {
                                bError = TRUE;
                            }

                            param->textureID = nTextures++;
                            param->type = Parameter_Texture;

                            strType = TEXT("sampler");
                        }
                        else if(scmp_n(strType, TEXT("float"), 5) == 0)
                        {
                            CTSTR lpType = strType.Array()+5;

                            if(*lpType == 0)
                                param->type = Parameter_Float;
                            else if(scmpi(lpType, TEXT("2")) == 0)
                                param->type = Parameter_Vector2;
                            else if(scmpi(lpType, TEXT("3")) == 0)
                                param->type = Parameter_Vector3;
                            else if(scmpi(lpType, TEXT("4")) == 0)
                                param->type = Parameter_Vector4;
                            else if(scmpi(lpType, TEXT("3x3")) == 0)
                                param->type = Parameter_Matrix3x3;
                            else if(scmpi(lpType, TEXT("4x4")) == 0)
                                param->type = Parameter_Matrix;
                        }
                        else if(scmp(strType, TEXT("int")) == 0)
                            param->type = Parameter_Int;
                        else if(scmp(strType, TEXT("bool")) == 0)
                            param->type = Parameter_Bool;


                        if(curToken == TEXT("="))
                        {
                            HandMeAToken(curToken);

                            BufferOutputSerializer sOut(param->defaultValue);

                            if(scmp(strType, TEXT("float")) == 0)
                            {
                                HandMeAToken(curToken);

                                if(!ValidFloatString(curToken))
                                    bError = TRUE;

                                float fValue = (float)tstof(curToken);

                                sOut << fValue;
                            }
                            else if(scmp(strType, TEXT("int")) == 0)
                            {
                                HandMeAToken(curToken);

                                if(!ValidIntString(curToken))
                                    bError = TRUE;

                                int iValue = tstoi(curToken);

                                sOut << iValue;
                            }
                            else if(scmp_n(strType, TEXT("float"), 5) == 0)
                            {
                                CTSTR lpFloatType = strType.Array()+5;
                                int floatCount = 0;

                                if(lpFloatType[0] == '1') floatCount = 1;
                                else if(lpFloatType[0] == '2') floatCount = 2;
                                else if(lpFloatType[0] == '3') floatCount = 3;
                                else if(lpFloatType[0] == '4') floatCount = 4;
                                else
                                    bError = TRUE;

                                if(lpFloatType[1] == 'x')
                                {
                                    if(lpFloatType[2] != '1')
                                    {
                                        if(lpFloatType[2] == '2') floatCount *= 2;
                                        else if(lpFloatType[2] == '3') floatCount *= 3;
                                        else if(lpFloatType[2] == '4') floatCount *= 4;
                                        else
                                            bError = TRUE;
                                    }
                                }

                                if(floatCount > 1) {ExpectToken(TEXT("{"), TEXT(";"));}

                                int j;
                                for(j=0; j<floatCount; j++)
                                {
                                    if(j)
                                    {
                                        HandMeAToken(curToken);
                                        if(curToken[0] != ',')
                                        {
                                            bError = TRUE;
                                            break;
                                        }
                                    }

                                    HandMeAToken(curToken);

                                    if(!ValidFloatString(curToken))
                                    {
                                        bError = TRUE;
                                        break;
                                    }

                                    float fValue = (float)tstof(curToken);
                                    sOut << fValue;
                                }

                                if(j != floatCount) //processing error occured
                                {
                                    GotoToken(TEXT(";"));
                                    continue;
                                }

                                if(floatCount > 1)
                                {ExpectToken(TEXT("}"), TEXT(";"));}
                            }

                            PeekAtAToken(curToken);
                        }
                    }

                    //--------------------------

                    lpLastPos = lpTemp;
                    bNewCodeLine = FALSE;
                    continue;
                }

                lpTemp = lpSavedPos;
                curToken = savedToken;
            }
        }

        lpLastPos = lpTemp;

        bNewCodeLine = (curToken.IsValid() && ((curToken[0] == ';') || (curToken[0] == '}')));
    }

    return !bError;
}
Пример #6
0
void DeviceSource::Render(const Vect2 &pos, const Vect2 &size)
{
    if(texture && bReadyToDraw)
    {
        Shader *oldShader = GetCurrentPixelShader();
        SamplerState *sampler = NULL;

        if(colorConvertShader)
        {
            LoadPixelShader(colorConvertShader);
            if(bUseChromaKey)
            {
                float fSimilarity = float(keySimilarity)/1000.0f;
                float fBlendVal = float(max(keyBlend, 1)/1000.0f);
                float fSpillVal = (float(max(keySpillReduction, 1))/1000.0f);

                Vect2 pixelSize = 1.0f/GetSize();

                colorConvertShader->SetColor  (colorConvertShader->GetParameterByName(TEXT("keyBaseColor")),    Color4(keyBaseColor));
                colorConvertShader->SetColor  (colorConvertShader->GetParameterByName(TEXT("chromaKey")),       Color4(keyChroma));
                colorConvertShader->SetVector2(colorConvertShader->GetParameterByName(TEXT("pixelSize")),       pixelSize);
                colorConvertShader->SetFloat  (colorConvertShader->GetParameterByName(TEXT("keySimilarity")),   fSimilarity);
                colorConvertShader->SetFloat  (colorConvertShader->GetParameterByName(TEXT("keyBlend")),        fBlendVal);
                colorConvertShader->SetFloat  (colorConvertShader->GetParameterByName(TEXT("keySpill")),        fSpillVal);
            }
        }

        bool bFlip = bFlipVertical;

        if(colorType != DeviceOutputType_RGB)
            bFlip = !bFlip;

        float x, x2;
        if(bFlipHorizontal)
        {
            x2 = pos.x;
            x = x2+size.x;
        }
        else
        {
            x = pos.x;
            x2 = x+size.x;
        }

        float fOpacity = float(opacity)*0.01f;
        DWORD opacity255 = DWORD(fOpacity*255.0f);

        if(bUsePointFiltering) {
            SamplerInfo samplerinfo;
            samplerinfo.filter = GS_FILTER_POINT;
            sampler = CreateSamplerState(samplerinfo);
            LoadSamplerState(sampler, 0);
        }

        if(bFlip)
            DrawSprite(texture, (opacity255<<24) | 0xFFFFFF, x, pos.y, x2, pos.y+size.y);
        else
            DrawSprite(texture, (opacity255<<24) | 0xFFFFFF, x, pos.y+size.y, x2, pos.y);

        if(bUsePointFiltering) delete(sampler);

        if(colorConvertShader)
            LoadPixelShader(oldShader);
    }
}
void CSLiveManager::BulidD3D()
{
	Log::writeMessage(LOG_RTSPSERV, 1, "LiveSDK_Log:%s Invoke begin!", __FUNCTION__);
	bUseBack = BSParam.LiveSetting.bUseLiveSec;
	if (bUseBack)
	{
		if (BSParam.LiveSetting.Width < BSParam.LiveSetting.WidthSec || BSParam.LiveSetting.Height < BSParam.LiveSetting.HeightSec)
		{
			baseCX = BSParam.LiveSetting.WidthSec;
			baseCY = BSParam.LiveSetting.HeightSec;

			baseCX_back = BSParam.LiveSetting.Width;
			baseCY_back = BSParam.LiveSetting.Height;
		}
		else
		{
			baseCX = BSParam.LiveSetting.Width;
			baseCY = BSParam.LiveSetting.Height;

			baseCX_back = BSParam.LiveSetting.WidthSec;
			baseCY_back = BSParam.LiveSetting.HeightSec;
		}

// 		baseCX_back = BSParam.LiveSetting.WidthSec;
// 		baseCY_back = BSParam.LiveSetting.HeightSec;
// 		baseCX = BSParam.LiveSetting.Width;
// 		baseCY = BSParam.LiveSetting.Height;
	}
	else
	{

		if (baseCX == BSParam.LiveSetting.Width && baseCY == BSParam.LiveSetting.Height)
			return;

		baseCX = BSParam.LiveSetting.Width;
		baseCY = BSParam.LiveSetting.Height;
	}

	baseCX = MIN(MAX(baseCX, 128), 4096);
	baseCY = MIN(MAX(baseCY, 128), 4096);

	baseCX_back = MIN(MAX(baseCX_back, 128), 4096);
	baseCY_back = MIN(MAX(baseCY_back, 128), 4096);

	scaleCX = double(baseCX);
	scaleCY = double(baseCY);

	//align width to 128bit for fast SSE YUV4:2:0 conversion
	outputCX = scaleCX & 0xFFFFFFFC;
	outputCY = scaleCY & 0xFFFFFFFE;

	outputCX_back = baseCX_back & 0xFFFFFFFC;
	outputCY_back = baseCY_back & 0xFFFFFFFE;

	for (int i = 0; i < 2; ++i)
	{
		if (mainRenderTextures[i])
		{
			delete mainRenderTextures[i];
			mainRenderTextures[i] = NULL;
		}
		mainRenderTextures[i] = CreateRenderTarget(baseCX, baseCY, GS_BGRA, FALSE);
	}


	if (transitionTexture)
	{
		delete transitionTexture;
		transitionTexture = NULL;
	}

	transitionTexture = CreateRenderTarget(baseCX, baseCY, GS_BGRA, FALSE);

	if (transNewTexture)
	{
		delete transNewTexture;
		transNewTexture = NULL;
	}

	transNewTexture = CreateRenderTarget(baseCX, baseCY, GS_BGRA, FALSE);

	if (PreRenderTexture)
	{
		delete PreRenderTexture;
		PreRenderTexture = NULL;
	}

	PreRenderTexture = CreateRenderTarget(baseCX, baseCY, GS_BGRA, FALSE);

	if (yuvRenderTextures)
	{
		delete yuvRenderTextures;
		yuvRenderTextures = NULL;
	}
	yuvRenderTextures = CreateRenderTarget(outputCX, outputCY, GS_BGRA, FALSE);

	if (copyTextures)
	{
		delete copyTextures;
		copyTextures = NULL;
	}

	copyTextures = CreateTextureRead(outputCX, outputCY);


	if (copyRGBTexture)
	{
		delete copyRGBTexture;
		copyRGBTexture = NULL;
	}

	copyRGBTexture = CreateTextureRead(outputCX, outputCY);

	if (bUseBack)
	{
		if (yuvRenderTextures_back)
		{
			delete yuvRenderTextures_back;
			yuvRenderTextures_back = NULL;
		}
		yuvRenderTextures_back = CreateRenderTarget(outputCX_back, outputCY_back, GS_BGRA, FALSE);

		if (copyTextures_back)
		{
			delete copyTextures_back;
			copyTextures_back = NULL;
		}

		copyTextures_back = CreateTextureRead(outputCX_back, outputCY_back);

	}

	if (SDITexture)
	{
		delete SDITexture;
		SDITexture = NULL;
	}

	UINT Width, Heigth;

	SDITexture = CreateTextureFromFile(L"./img/SDIOUT.png",FALSE,Width,Heigth);

	if (ss)
	{
		delete ss;
		ss = NULL;
	}

	SamplerInfo si;
	zero(&si, sizeof(si));
	si.filter = GS_FILTER_LINEAR;

	si.addressU = GS_ADDRESS_BORDER;
	si.addressV = GS_ADDRESS_BORDER;
	ss = CreateSamplerState(si);

	colorDesc.fullRange = false;
	colorDesc.primaries = ColorPrimaries_BT709;
	colorDesc.transfer = ColorTransfer_IEC6196621;
	colorDesc.matrix = outputCX >= 1280 || outputCY > 576 ? ColorMatrix_BT709 : ColorMatrix_SMPTE170M;

	Log::writeMessage(LOG_RTSPSERV, 1, "LiveSDK_Log:%s Invoke end!", __FUNCTION__);
}